(video example) Vertex/Bone Angle Point constraint tool.
Posted: Thu Dec 17, 2009 11:00 pm
I made this video to demonstrate what I am trying to say:
http://www.youtube.com/watch?v=ec64-8h72Ow
The first 3D program I ever bought was called Animation:Master. It had a feature called "Smart Skin" that allowed the artist to define the location and curvature of each point based on the angle of the selected bone. For instance, I could build an arm that consisted of an upper arm bone and a lower arm bone and attached them to the desired vertices. I would then add Smart Skin to the lower arm bone. Although the program allowed me to change the mesh for any angle, and as many angles as I desired, I would normally just bend the joint to 90% and adjust the mesh until it looked correct at that angle. The software would automatically and smoothly adjust the points as the bone was manipulated between each designated angle.
I realize this is possible using switch layers with Interpolate sub-layers selected, but that is nowhere near as convenient as setting up the lines to adjust automatically based on the bone angle.
I am sure in a 2D program that this type of feature would be so much easier to develop and use then in a 3D program. It is something I am sure a lot of people would be able to make use of in many ways.
If there is already a script or mod for this, or a way to do it that I haven't discovered, I would love to learn about it.
Thanks for your time.
http://www.youtube.com/watch?v=ec64-8h72Ow
The first 3D program I ever bought was called Animation:Master. It had a feature called "Smart Skin" that allowed the artist to define the location and curvature of each point based on the angle of the selected bone. For instance, I could build an arm that consisted of an upper arm bone and a lower arm bone and attached them to the desired vertices. I would then add Smart Skin to the lower arm bone. Although the program allowed me to change the mesh for any angle, and as many angles as I desired, I would normally just bend the joint to 90% and adjust the mesh until it looked correct at that angle. The software would automatically and smoothly adjust the points as the bone was manipulated between each designated angle.
I realize this is possible using switch layers with Interpolate sub-layers selected, but that is nowhere near as convenient as setting up the lines to adjust automatically based on the bone angle.
I am sure in a 2D program that this type of feature would be so much easier to develop and use then in a 3D program. It is something I am sure a lot of people would be able to make use of in many ways.
If there is already a script or mod for this, or a way to do it that I haven't discovered, I would love to learn about it.
Thanks for your time.